yashsingh1/xdaforums huggingface dataset:
[Windows Mobile Software Development] ponchofiesta:
HTC Touch Diamond2 (Default ROM, German)

Results
--------------------------------
alpha texture (128x256 rgba)
20323 kPixels/s

torus (3k triangles) one light
8422 kPixels/s

color blending
19615 kPixels/s

sub texture (128x128 15x15)
12010 kPixels/s

OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.

Version
OpenGL ES-CM 1.0

Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2

Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
[Windows Mobile Software Development] sc00basteve:
Stock Sprint TouchPro! outperforms?!?

http://forum.ppcgeeks.com/showpost.php?p=909692&postcount=10

Just got a replacement Sprint Touch Pro. Stock rom nothing additional installed:

Results

--------------------------------

alpha texture (128x256 rgba)

33903 kPixels/s

torus (3k triangles) one light

6656 kPixels/s

color blending

27930 kPixels/s

sub texture (128x128 15x15)

13493 kPixels/s
[Windows Mobile Software Development] heliosdev:
That's an improvement!

What is the version/renderer reported by the tool?
[Windows Mobile Software Development] sc00basteve:
IDK. I just quoted user "nswenson"

Thats why I put the link up for everyone.

It is a significant difference though, right?
[Windows Mobile Software Development] xeirwn:
Tried this on my Flame and Omnia.

On Flame nothing works (I get error).

On Omnia runs (bad..) with dll from 'Sensory Overload' game.
[Windows Mobile Software Development] heliosdev:
You'll need libGLES_CM.dll in the windows directory! Have a look in the report at the line 'Renderer'. If it says 'Software' then this is the reason for the bad performance and you should replace it by the one appropriate for your device. I'm sure this is available for the Omnia, no idea about the Flame.
[Windows Mobile Software Development] johnpatcher:
What is "lightson.cab" good for?
[Windows Mobile Software Development] heliosdev:
Just a small game using OpenGL. (see first post for 'instructions')
[Windows Mobile Software Development] cadenza:
here my results with blackstone, topix 2.1.1. Im impressed, I really like this! Keep working;) greets, cad
[Windows Mobile Software Development] NuShrike:
Slightly faster torus test in C/C++ (and some ATI-specific acceleration) running ~ 22fps for the 4500 vertices on my FUZE.

I also built a version in Qt 4.5.x, but that ran @ ~15 fps with the same torus drawing code.
[Windows Mobile Software Development] heliosdev:
Thanks! I'm getting an average of 18fps. (but 25% more pixels)

You should increase the distance of the near/far planes to avoid geometry clipping.
[Windows Mobile Software Development] NuShrike:
I tried setting projection mode to exactly the way you had it, and it dropped FPS a bit. I tried another version with projection mode in perspective mode and best I can get is about ~17fps.

Have to say what you have in .NET is about the best it gets, and are we hitting the maximum theoretical of about 3-4 million triangles per second as advertised?

So anyways, I'm done exploring the chip/driver limits. New apps is my focus now.
[Windows Mobile Software Development] NeoS:
That's a bummer to hear that NuShrike. You've done some great stuff in this area. Good luck on your next projects!
[Windows Mobile Software Development] heliosdev:
OpenVG test

This is an update with an OpenVG test. This test shows that using vector graphics the visual appearance of the geometric objects is independent of the scaling. The circles in the screenshots are rendered at different scale.

The test checks if OpenVG is available (/windows/openvg.dll) and the user can choose to run the OpenVG or the 'normal' OpenGLES test.

Dirvers for MSM720X devices can be found here.

I'm getting ~16500 kPixels/s.

edit: added new test showing some animated images in frames. Texture loading takes some seconds so be patient.:D
[Windows Mobile Software Development] LordDeath:
Hi,

in new new version I see little black lines in the torus test. It doesn't matter if I try it with the neo driver pack or without. I am using a Touch HD with the Stock ROM.

Here the results without a driver:

Here with the neo driver pack:

But there is an error in the OpenGLVG test with the neo driver pack:

TestOpenGL.exe
MissingMethodException
Der Einstiegspunkt 'eglBindAPI' in der PInvoke-DLL 'libgles_cm.dll' wurde nicht gefunden.

bei TestOpenGL.MainForm..ctor()
bei TestOpenGL.Program.Main()
[Windows Mobile Software Development] NeoS:
Ah. We're currently working on that. The team is currently testing a new driverpack. Consider that a Beta 2.
[Windows Mobile Software Development] heliosdev:
The libgles_cm.dll is missing a function for switching to OpenVG! Was the installation successful? What is the size of this dll in Bytes?
[Windows Mobile Software Development] yozgatg:
here's some results from my side (using a test build of Gen.Y D2 R1.5), this is on a GSM Touch Diamond (VGA)

i'm using Rhodium (stock ROM) video drivers, combined with the ATI D3D driver

Results

--------------------------------

alpha texture (128x256 rgba)

29390 kPixels/s

torus (3k triangles) one light

5029 kPixels/s

color blending

29587 kPixels/s

sub texture (128x128 15x15)

10337 kPixels/s

OpenVG

10240 kPixels/s
[Windows Mobile Software Development] LordDeath:
The installation was successful. I have a \Windows\libgles_cm.dll with the size of 330488 bytes from the 6th May 09.

But I have replaced the htcapi.dll with a 4KiB version to prevent Opera Mobile freezes.
[Windows Mobile Software Development] heliosdev:
Yes, this dll doesn't support the functionality to switch to OpenVG. Just a little patience, Neo will update the installation cab 'soon'!
[Windows Mobile Software Development] andrew-in-woking:
OpenVG & HTC Touch Pro2

Hi

OpenVG seems to work "out of the box" on my TP2.

Cheers

andrew-in-woking
[Windows Mobile Software Development] Art1sta:
Results in TOSHIBA TG01

alpha texture

111.000

torus 3k triangles

85.000

color blending

153.000

sub texture

103.000

Cool no? :d
[Windows Mobile Software Development] heliosdev:
ok, currently 1st place! (by far)

But as we know the TG01 has the new snapdragon, but it's promising to see that the device is fast. Have you tried the OpenVG test? See post #33. (it will ask to perform the OpenVG tests if it is available)

For both tests: what does the report show for vendor/renderer/version?

Thanks!
[Windows Mobile Software Development] SinSilla:
More Reults of the TG01

Test OpenGL ES by heliosdev@hotmail.com

Results

--------------------------------

alpha texture (128x256 rgba)

106283 kPixels/s

torus (3k triangles) one light

85221 kPixels/s

color blending

72826 kPixels/s

sub texture (128x128 15x15)

92279 kPixels/s

OpengGL ES info

--------------------------------

Vendor

Advanced Micro Devices, Inc.

Renderer

AMD Z430

Version

OpenGL ES-CM 1.1

Extensions

GL_AMD_compressed_3DC_texture

GL_AMD_compressed_ATC_texture

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_vertex_buffer_object

GL_ATI_compressed_texture_atitc

GL_ATI_texture_compression_atitc

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_stencil_wrap

GL_OES_blend_equation_separate

GL_OES_blend_func_separate

GL_OES_blend_subtract

GL_OES_compressed_ETC1_RGB8_texture

GL_OES_compressed_paletted_texture

GL_OES_draw_texture

GL_OES_extended_matrix_palette

GL_OES_framebuffer_object

GL_OES_matrix_palette

GL_OES_point_size_array

GL_OES_point_sprite

GL_OES_read_format

GL_OES_stencil_wrap

GL_OES_texture_cube_map

GL_OES_texture_env_crossbar

GL_OES_texture_mirrored_repeat

OpenVG Test not possible in the Moment
[Windows Mobile Software Development] lunakirb:
it should be run using the stock rom?

im using a cooked rom for blackstone can i test it:confused:
[Windows Mobile Software Development] heliosdev:
I'm using it on the latest stock rom. You have to install the latest driver pack for better performance and OpenVG support (check first post of discussions thread link in first post)! Some cooked roms have these drivers included (not sure which version).
[Windows Mobile Software Development] lunakirb:
i hve the driver pack installed already thank u.
[Windows Mobile Software Development] heliosdev:
OpenGLES tests in different resolutions

Runs the OpenGLES tests in different resolutions.

Issue: By changing the rendering area I also wanted to restrict the clearing of the screen to this area. Check 'region update (scissor)' to enable this. On my current setup this gives weird results (part of manila and render time is rendered in the area outside the viewport). Anyone else having this behavior?

P.S.: The stress test was just a quick viewport (rendering area) test, but I decided to let it in.:D

update: Both versions will print information about available hardware acceleration in OpenVG into the results file (only if there is any).
[Windows Mobile Software Development] Howell:
My TG01 compared with others devices posted here :
[Windows Mobile Software Development] Jarc112:
can somebody help me i not much of a pro in this, i was trying to run the video test but i get an error libgles_cm.dll, i found the one on my device, i try place the file in the open gl folder but i get the same error, by the way i have a treo pro
[Windows Mobile Software Development] heliosdev:
You don't have to copy any dll. You have the libgles_cm.dll in the /windows directory, right? Does an error message come up? And if so, what does it say when you click on 'Details'?
[Windows Mobile Software Development] Jarc112:
it says

TestOpenGL.exe

MissingMethodException

Cant find PInvoke DDL "libgles_cm.dll",

at

TestOpenGL.OpenGL.egl.GetDisplay()

at TestOpenGl.MainForm.ctor()

at TestOpenGL.Program.Main()
[Windows Mobile Software Development] deniur:
error in omnia II

Hi,

I installed the two cabs, TestOpenGL and LightsOn.

However, both of them give error when I run.

The error is just a blank white page with the word Error on top left corner, nothing else.

Does this means Omnia II doesn't have OpenGL support?

By the way, I'm on WM6.1.

best regards
[Windows Mobile Software Development] heliosdev:
Don't know about the OpenGL support of Omnia II. Have a look at OpenGL ES 3D drivers, v1 compatibility layer! Maybe you'll get some information there.
[Windows Mobile Software Development] NuShrike:
The S3C6410 GPU in the Omnia II and Acer M900, among others, have still demonstrated sub-par performance so far for OGLES v1.1 emulation in the current Modaco builds.

You can probably conclude the Omnia II has much weaker video hardware/drivers than the original Omnia. This is probably because Samsung is Gen 1 (ONE) with their new hardware whereas ATI/Qualcomm is in Gen 12 and started off with Bitboys magic. Who knows what gen Tegra is, but it's from a known name in the graphics field, unlike Samsung/FIMG/HUONE.
[Windows Mobile Software Development] leoangel1267:
acer s200

Results

--------------------------------

alpha texture (128x256 rgba)

142400 kPixels/s

torus (3k triangles) one light

106944 kPixels/s

color blending

149996 kPixels/s

sub texture (128x128 15x15)

142785 kPixels/s

OpengGL ES info

--------------------------------

Vendor

Advanced Micro Devices, Inc.

Version

OpenGL ES-CM 1.1

Renderer

AMD Z430

Extensions

GL_AMD_compressed_3DC_texture

GL_AMD_compressed_ATC_texture

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_vertex_buffer_object

GL_ATI_compressed_texture_atitc

GL_ATI_texture_compression_atitc

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_stencil_wrap

GL_OES_blend_equation_separate

GL_OES_blend_func_separate

GL_OES_blend_subtract

GL_OES_compressed_ETC1_RGB8_texture

GL_OES_compressed_paletted_texture

GL_OES_draw_texture

GL_OES_extended_matrix_palette

GL_OES_framebuffer_object

GL_OES_matrix_palette

GL_OES_point_size_array

GL_OES_point_sprite

GL_OES_read_format

GL_OES_stencil_wrap

GL_OES_texture_cube_map

GL_OES_texture_env_crossbar

GL_OES_texture_mirrored_repeat
[Windows Mobile Software Development] RDT:
Heh, I made a chart on which is compared results in Test OpenGL of older Qualcomm MSM720X with Snapdragon.

It's quite funny :D.

The whole article about comparison is here.
[Windows Mobile Software Development] donbing:
Snapdragon :)

TG01 on WM6.5
[Windows Mobile Software Development] AceXNew:
my ultimate 6150 gave ~1200 kPixels/s for the first two tests and the 4th one !

~900 for 3rd,

it is really slow ? isn't it ?

i must upgrade my device....which device should i get ? with which CPU ?

thanks !

Edit:

and just for being documented:

is there any settings i can tune ?

i mean it says renderer is Software , can i switch to hardware ? (will it be faster ?)
[Windows Mobile Software Development] heliosdev:
Well, it's slower than the other reports because your device is using software rendering! Can't tell you if there is any OpenGLES driver for you device. AFAIK this device uses an 'Intel Bulverde 520 MHz processor' and you can search if there is any hardware acceleration available.

A new device? Well, have a look at posts #55-57 or wait for a device using an NVidia Tegra chip. (I'm still not convinced that the Tegra chip will/can be build in a thin device! Any pictures? Any phones?)
[Windows Mobile Software Development] AceXNew:
oh i forgot,

imate 6150 carries a "NVIDIA GoForce 5500 graphics accelerator." but AFAIK it has no good driver for using it, or in other words, it is not tweaked to make use of it as it should be.

P.S: today i saw brouchure of the Xperia X10 device. with a 1Ghz ! Snapdragon cpu. it is quite a techi.
[Windows Mobile Software Development] heliosdev:
Updated first post with a link to a video running this test on a HD and HD2 (Snapdragon).
[Windows Mobile Software Development] bteljuice:
so this is only for testing. It does not improve performance nor graphics like the DriverPack3.
[Windows Mobile Software Development] heliosdev:
Yes, just for testing. Has been extended with OpenVG tests as this is available in the driverpack.
[Windows Mobile Software Development] tplewa:
Touch HD (Stock ROM + Driverpack 3)

Results
--------------------------------
alpha texture (128x256 rgba)
33752 kPixels/s

torus (3k triangles) one light
6390 kPixels/s

color blending
37981 kPixels/s

sub texture (128x128 15x15)
10163 kPixels/s

OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.

Version
OpenGL ES-CM 1.0

Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2

Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
[Windows Mobile Software Development] NeoS:
Here's my benchmark on a 28008 WM 6.5 custom ROM.

Test OpenGL ES by heliosdev@hotmail.com
Results (480x764 )
--------------------------------
alpha texture (128x256 rgba)
21536 kPixels/s

torus (3k triangles) one light
6576 kPixels/s

color blending
18801 kPixels/s

sub texture (128x128 15x15)
7607 kPixels/s

OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.

Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2

Version
OpenGL ES-CM 1.0

Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture

See that Windows Mobile 6.5's driverbase is REALLY bad? If you want performance: Stick with stock roms. That's all I can say for now.
[Windows Mobile Software Development] stylez:
Touch Pro \ RSW ROM

ATI & Driver Pack 3

Results
--------------------------------
alpha texture (128x256 rgba)
18708 kPixels/s

torus (3k triangles) one light
4744 kPixels/s

color blending
20234 kPixels/s

sub texture (128x128 15x15)
11544 kPixels/s

OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.

Version
OpenGL ES-CM 1.0

Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2

Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
[Windows Mobile Software Development] tsamolotoff:
Hmm, there're some questions:

1. I happened to be too dumb to find out where is the results.txt file located. So please help the n00b :)

2. there's libopenvg.dll present in the \Windows directory, however OpenVG-enabled test is not enabled in the program.

Well, pressing "<" on my neoTouch helped me... Seems that title-bar tool closed the program incorrectly.

My results are attached below. Tested it without chainfire's hd2 patch. Seems to be a little bit stabler.
[Windows Mobile Software Development] heliosdev:
Added a new version which should enable the OpenVG test on newer devices like the HD2. Can you try it as I don't have such a device?
[Windows Mobile Software Development] saeros:
HTC HD 2 results

Tested the OpenVG part with HTC HD 2 and here are the results.

When running the tests I got a small window after clicking run. EGL init 12301. After clicking OK the tests started running.
[Windows Mobile Software Development] heliosdev:
Thanks for testing! The egl error 12301 is EGL_BAD_SURFACE. Can't debug without an HD2 device...

Your results are too low (~factor 4) for an HD2! Have you tried HD2/Leo 3D Driver Patch?
[Windows Mobile Software Development] jug6ernaut:
LG Expo Results STOCK

Results (480x748 )

--------------------------------

alpha texture (128x256 rgba)

95837 kPixels/s

torus (3k triangles) one light

55426 kPixels/s

color blending

68766 kPixels/s

sub texture (128x128 15x15)

48736 kPixels/s

OpengGL ES info

--------------------------------

Vendor

Advanced Micro Devices, Inc.

Renderer

AMD Z430

Version

OpenGL ES-CM 1.1

Extensions

GL_AMD_compressed_3DC_texture

GL_AMD_compressed_ATC_texture

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_vertex_buffer_object

GL_ATI_compressed_texture_atitc

GL_ATI_texture_compression_atitc

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_stencil_wrap

GL_OES_blend_equation_separate

GL_OES_blend_func_separate

GL_OES_blend_subtract

GL_OES_compressed_ETC1_RGB8_texture

GL_OES_compressed_paletted_texture

GL_OES_draw_texture

GL_OES_extended_matrix_palette

GL_OES_framebuffer_object

GL_OES_matrix_palette

GL_OES_point_size_array

GL_OES_point_sprite

GL_OES_read_format

GL_OES_stencil_wrap

GL_OES_texture_cube_map

GL_OES_texture_env_crossbar

GL_OES_texture_mirrored_repeat
[Windows Mobile Software Development] fards:
what drivers are you using with that? chainfires patch?

any chance of sharing them if they are unique so I can take a look?

and off topic(ish) what glbench 1.1 score do you get?
[Windows Mobile Software Development] fards:
I'm getting pretty much the same scores on my HD2 using chainfires patch.. :eek:

something odd going on, as I get one of the top glbench scores..
[Windows Mobile Software Development] tsamolotoff:
I've tried the openvg test, it works, however the message 'egl init' is in here... Works good

The results (Acer S200):

Image Frame

23713 kPixel/s

Circles

84686 kPixel/s

OpenVG info

Vendor

Hooked Wireless

Renderer

OpenVG 1.1 GLES Accelerated implementation

Extensions

none
[Windows Mobile Software Development] tsamolotoff:
It seems that OpenGLES test works better if started after a soft-reset... 110k scores if the device is 'fresh', and around 60-80 if it's used for quite a while
[Windows Mobile Software Development] heliosdev:
Thanks! Manila/Sense needs some OpenGL resources, too. (You can try to disable these home elements and after a soft reset the drop should disappear.)

Oh well, just ran the OpenVG test on my HD and I'm getting (percent of your results)

Image Frame

4436 kPixel/s (19%)

Circles

11035 kPixel/s (13%)

What's the time it takes to start the OpenVG test? (on HD ~5sec)

I should add some additional driver queries to see if anything is really gpu accelerated or if it's just the stronger cpu.
[Windows Mobile Software Development] tsamolotoff:
I don't have any of shells (just the default acer homescreen, it's really simple)

Hmm, I can say that it's instant. maybe 1 second or less :)
[Windows Mobile Software Development] heliosdev:
Ah, Acer S200. Just updated the tests to show information about hardware acceleration in OpenVG.

Any other Snapdragon(HD2, TG01, LG Expo) users around to test OpenVG and see if there is any output in the results regarding hardware acceleration?
[Windows Mobile Software Development] tsamolotoff:
Here you are:

Nothing has changed, apparently.

As it's mentioned there Hooked Wireless, it seems that OpenVG is done through GLES layer... So is it bad or good?
[Windows Mobile Software Development] heliosdev:
Thanks! Yes, OpenVG is using OpenGLES for its rendering! And this is also the same dll info I get on my HD. So, the OpenVG hardware queries aren't telling anything about the 'real' performance.

And the performance difference is in factors of 5-7 which is also the case for the OpenGLES test (comparing MSM720X to Snapdragon).

I had to keep the OpenVG tests simple as the performance on the HD isn't good. (espacially all the image processing functions are very slow) Maybe now I can add some more OpenVG tests for Snapdragon devices?

A test for OpenGLES 2.0 would be interesting, too... (only for Snapdragon, of course)
[Windows Mobile Software Development] fards:
I'm getting the same, for OpenVg except quite a lot lower scores on Hd2. I still haven't recooked without chainfires patch to see if that's effecting my scores.
[Windows Mobile Software Development] tsamolotoff:
I can test it with chainfire's fix, if you wish. However, this breaks landscape 2d acceleration on Acer (dunno why, but it gradually gets slower and slower until choppyness become unbearable)
[Windows Mobile Software Development] fards:
it's ok I've just recooked and flashed.. testing now

with Chainfires patch;

Test OpenVG by heliosdev
--------------------------------
Image Frame
23138 kPixels/s

Circles
23495 kPixels/s

OpenVG info
--------------------------------
Vendor
Hooked Wireless

Renderer
OpenVG 1.1 GLES Accelerated Implementation Dec 12 2007

Version
1.1

Extensions
none

without

Test OpenVG by heliosdev
Results (480x764 )
--------------------------------
Image Frame
43103 kPixels/s

Circles
147999 kPixels/s

OpenVG info
--------------------------------
Vendor
Hooked Wireless

Renderer
OpenVG 1.1 GLES Accelerated Implementation Dec 12 2007

Version
1.1

Extensions
none